The "pass-back effect" -- when parents hand their mobile device to kids in the backseat or whenever they're on-the-go -- creates unique challenges to optimize kid-friendly mobile apps and educational opportunities within the constraints of devices designed for grown-ups. Kids' media industry pros discuss challenges & solutions for this diverse & growing niche audience.
Presented at SXSW Interactive 2010.
Understanding How 'Screen Time' Affects Learning Lisa Guernsey
Presented in parts with Faith Rogow at NAEYC 2013, the annual meeting for the National Association for the Education of Young Children, in Washington, DC on November 23, 2013.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
PlayCollective is a global research and strategy group focused on the impact of changing media and technology on education and entertainment for children and families. For the last two years, PlayCollective has also partnered with Digital Book World to track the growth of e-reading among families with children ages 2-13 and parents’ increasing belief in the beneficial power of ebooks. Join David Kleeman, PlayVangelist for PlayCollective, to get some insight on how parents', teachers', and kids' attitudes toward digital media are changing and what today's brands and tech companies are integrating into their products and content for both the home and the classroom.
Screen Time and the Young Child: Strategies for BalanceStaci Trekles
Presentation on screen time and strategies for balancing technology exposure with other learning activities for early learners. For the Early Childhood Education Conference at Purdue University North Central, April 26, 2014
Understanding How 'Screen Time' Affects Learning Lisa Guernsey
Presented in parts with Faith Rogow at NAEYC 2013, the annual meeting for the National Association for the Education of Young Children, in Washington, DC on November 23, 2013.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
PlayCollective is a global research and strategy group focused on the impact of changing media and technology on education and entertainment for children and families. For the last two years, PlayCollective has also partnered with Digital Book World to track the growth of e-reading among families with children ages 2-13 and parents’ increasing belief in the beneficial power of ebooks. Join David Kleeman, PlayVangelist for PlayCollective, to get some insight on how parents', teachers', and kids' attitudes toward digital media are changing and what today's brands and tech companies are integrating into their products and content for both the home and the classroom.
Screen Time and the Young Child: Strategies for BalanceStaci Trekles
Presentation on screen time and strategies for balancing technology exposure with other learning activities for early learners. For the Early Childhood Education Conference at Purdue University North Central, April 26, 2014
Learning how to live in a high-tech world effectively, safely, and responsibly is a task we need to start teaching children earlier than ever. Check out the infograph for full understanding of how much trust parents should put in gadgets.
Notes 21st century child navigating the digital world with your child 2015 -...Samuel Landete Benavente
Presentation at the American School of Valencia for elementary and preschool parents focused on screen time and internet safety for kids -- based on materials available at commonsensemedia.org
Original can be found at https://docs.google.com/presentation/d/1FMPAZy_GdZo1MykDQG1IGqKviim3o5lFHSQvSHqmtLk/edit?usp=sharing
Technology is now accessible in almost every part of the world and it has completely changed the way we interact with one another. Though we’ve made many great technological advances, studies have shown that screen time can have an impact on your child’s development.
Digibury - Emily Guille-Marrett: The iTot generation - tech, reading and unde...Lizzie Hodgson
Early reading expert Emily is Founder of Reading Fairy. She this talk focuses on the iTot generation, and the impact of the tablet on children’s reading.
The State of Mobile Games 2015: Mobile Gaming USAStephanie Llamas
An overview of the mobile games market throughout 29 countries. Includes information on:
1. Mobile games market size and change.
2. Asia digital and mobile games market
3. Mobile landscape in western markets
Global Kids' Games as Youth Media: A Six Year ReviewGlobal Kids
This is the powerpoint presented by Barry Joseph at the June, 2008 Games 4 Change conference. It is nominally the six year history of Global Kids gaming programs but is situated within the broader social and political climate regarding games and learning. It is a work in development and comments and feedback would be greatly appreciated. When G4C releases the video from the event the audio will be stripped and added to this slideshare so one can listen to the presentation while flipped through the slides. Feel free to download and use for your own purposes but if you decide to mod it please reference Global Kids as the original source and let us know what sort of changes you made here.
Oh, and sorry none of the videos come through and leave just blank spaces.
http://p4k.globalkids.org
Learning how to live in a high-tech world effectively, safely, and responsibly is a task we need to start teaching children earlier than ever. Check out the infograph for full understanding of how much trust parents should put in gadgets.
Notes 21st century child navigating the digital world with your child 2015 -...Samuel Landete Benavente
Presentation at the American School of Valencia for elementary and preschool parents focused on screen time and internet safety for kids -- based on materials available at commonsensemedia.org
Original can be found at https://docs.google.com/presentation/d/1FMPAZy_GdZo1MykDQG1IGqKviim3o5lFHSQvSHqmtLk/edit?usp=sharing
Technology is now accessible in almost every part of the world and it has completely changed the way we interact with one another. Though we’ve made many great technological advances, studies have shown that screen time can have an impact on your child’s development.
Digibury - Emily Guille-Marrett: The iTot generation - tech, reading and unde...Lizzie Hodgson
Early reading expert Emily is Founder of Reading Fairy. She this talk focuses on the iTot generation, and the impact of the tablet on children’s reading.
The State of Mobile Games 2015: Mobile Gaming USAStephanie Llamas
An overview of the mobile games market throughout 29 countries. Includes information on:
1. Mobile games market size and change.
2. Asia digital and mobile games market
3. Mobile landscape in western markets
Global Kids' Games as Youth Media: A Six Year ReviewGlobal Kids
This is the powerpoint presented by Barry Joseph at the June, 2008 Games 4 Change conference. It is nominally the six year history of Global Kids gaming programs but is situated within the broader social and political climate regarding games and learning. It is a work in development and comments and feedback would be greatly appreciated. When G4C releases the video from the event the audio will be stripped and added to this slideshare so one can listen to the presentation while flipped through the slides. Feel free to download and use for your own purposes but if you decide to mod it please reference Global Kids as the original source and let us know what sort of changes you made here.
Oh, and sorry none of the videos come through and leave just blank spaces.
http://p4k.globalkids.org
Games are one of the first love of a child! In this day and age, mobile games and app for kids are the perfect way to engage a child’s imagination. And exposing a child to STEM games and apps will push them to expand their horizons, experiment, solve problems, and accept failures as a means of success. Checkout our website here: http://www.techjoyntfoundation.org
On February 3, 2016, the Joan Ganz Cooney Center and Rutgers University presented Digital Equity: Technology and Learning in the Lives of Lower-Income Families at a forum co-hosted by New America in Washington, D.C.
The event highlighted the release of "Opportunity for All? Technology and Learning in Lower-Income Families" by Victoria Rideout and Vikki S. Katz.
Recent research on digital media use points to two important gaps in educational opportunity for low-income families with young children. First, there is an access gap. Second, there is what scholars refer to as a participation gap, in which digital resources are not well guided or supported to ensure educational progress. Despite these barriers, many low-income families are using media and new technologies in creative ways to support their children’s pathways to success and to strengthen family relationships. In this report, media and policy expert Victoria Rideout and Rutgers University scholar Vikki Katz explore the current uses of digital technologies to help promote educational opportunities for all through a national survey of nearly 1,200 low-income parents of school-age children and in-person interviews with lower-income, Hispanic families in three communities located in Arizona, California, and Colorado.
Find the full report here: http://www.joanganzcooneycenter.org/publication/opportunity-for-all-technology-and-learning-in-lower-income-families/
PRESCHOOL MARKET: MULTIFOLD GROWTH
Playschools, more popularly known as preschools, traditionally cater to the 1.5-3
years age group. Increasing awareness among parents about the benefits of a quality
preschool education has been driving penetration levels and price discovery in the
segment. Led by these factors, we expect the market to expand by more than 3x in
size by 2012. While the market is currently highly fragmented and unorganized in
nature, increasing prosperity is driving a shift towards the organized segment. A
largely urban phenomenon, there has been rapid proliferation of organized preschool
chains beyond metros and tier 1 cities in the last five years.
From Web to Mobile: Monetizing Games for KidsClark Stacey
From GDC Europe 2015, a discussion of options and best practices for monetizing kids games on mobile platforms. The experience of WildWorks in bringing their hit web-based MMO Animal Jam to iOS and Android tablets provided the company with an opportunity to experiment with monetization options, and consider the practical and ethical implications of each.
Some children start using mobile devices at very young ages. Mobile phones can be very powerful tools to support learning and to nurture cognitive capabilities. This webinar addresses UI design considerations for creating games and educational applications for children and teens. Although the webinar focuses on Nokia Asha phones, the findings it examines hold true for mobile devices in general.
A world where a significant number – sometimes the majority – of people are ‘old’ and exhibiting the results of ageing is something nobody has experienced. This is our future.
Products, services, buildings, cities, digital applications are designed for the young by the young. This worked well when the designers and users were the same age. Not any more.
Being AF demands we see start seeing the world for what it is (ageing) rather than through the youth-centric eyes of our designers, marketers and policy makers.
This case study is based on a visit to Daiei supermarket in a suburb of Tokyo and shows some innovations that respond to the needs of their ageing customers.
"A child’s job is to play, we should let them" - Pamela Wong, Direction FirstErica van Lieven
There are various techniques that have been developed for food sensory research on children, but there is little consensus on the most effect approach and questions to use. This slide share explores such issues.
Media & Learning What Parents Should Know!By Yongping YeHomAbramMartino96
Media & Learning: What Parents Should Know!
By Yongping Ye
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Why does it matter?
We live in the digital age
The environment has deep impact on children’s behaviors and development.
Good or bad? It depends on how we use media.
Science behind
Learning from TV and other media:
Require repetition
Familiar characters
Socially relevant and contingent feedback (looks at and talk to the child)
Here is a video represents above three contents in a show.
Children under 2.5 or 3 years old learn better from a real-world than from an equivalent media. They develop the ability of dual representation (need to represent TV as something they learn from) around 3 years old.
Learning two “5”
Children follow 5 steps to learn new things
Sensory register: receives input from the environment and registers it for processing
Information processing: Approach that describes how people learn using a computer analogy
Short-term memory: Holds information temporarily
Long-term memory: Stores information processed from short term memory for later retrieval
Learning response: Recognize and recall information from short- and long-term memory.
5 capabilities that contribute to social learning
Symbolization: can think about social behavior in words and images
Forethought: anticipate consequences of our own and others’ actions
Self-regulation: adopt standards of acceptable behavior for us (aspirational, social, moral)
Self-reflection: analyze our thoughts and actions
Vicarious learning: learn by watching others be rewarded and punished
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Parenting instructions:
Media is a new environment for children. Parents should guide them to adapt to the environment.
Consider media as an optional tool for learning. Parents’ companion is necessary for children’s development. It always better to learn from real-world than from the screen.
Don’t use it as an emotional pacifier. Parents should not use TV or other media to calm down their children. They need to learn to control their emotion.
Set limits and encourage playtime. Kids are kids. They will make mistakes using media. Parents’ surveillance is indispensable.
Be a good role model. Except for limiting children’s on-screen playtime, parents should control their time on using media each day.
Here is a video explaining how TV affect young children’s brain development
Ball & Bogatz (1970) – research on Sesame Street
Children could learn basic information
Literacy skills
Preschool readiness skills
Other studies showed learning from a single episode or clip
Better learning with repetition.
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Play with your child!
For ages 5-8 children, play Animal Crossing.
Through the game, you can create a home with your child. It is good way to interact with cute animal villagers and enjoy life in the game.
For ages 8-12 children, play Lego
You can introduce children to a franchise you alr ...
PlayScience - Reframe the Game: The State and Future of Kids' Mobile PlayPlayScience
PlayScience unveiled cutting-edge consumer research (conducted in partnership with the Casual Games Association) that looked at what kids are playing in the app space on mobile devices and delves into the how, why, and so what of that play. Using our proprietary PlaySpectrum, we also viewed these apps through the lens of learning and positive impact, and showcase some best practices we see in mobile playful learning. Finally, we provide strategic insights for developing the most compelling products for kids and families, and then positioning your app and maximizing its value in this crowded marketplace.
Classroom Constraints and the Passback Effect: Games designed to trascend gen...Nina Walia
Games for Learning have two audiences: the learners (children) & the adults. For scalability, both audiences must be considered. Thoughtful design addresses adult & child without compromising the needs of either.
Presented at the 7th annual Games For Change Festival 2010.
5/27/10
Tap into the power of social media to increase professional effectiveness, student engagement and parent participation! K-12 educators and leaders, learn how to integrate Twitter, Facebook, Pinterest, Edublogs, Google Hangout and more into your everyday repertoire.
Sponsored by McGraw Hill Education & VolunteerSpot. Check out the great roundup of Social Media 4 Edu Resource Links at http://Vols.pt/SM4Edu
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
1. Pass it Back! Kid Apps on Grown-Up Devices PBS KIDS Interactive Nina Walia, Associate Director Sara DeWitt, Senior Director This session is #passitback on twitter
10. 60% of Top 25 Paid Educational Apps Target Preschoolers iLearn: A Content Analysis of the iTunes App Store’s Education Section , Joan Ganz Cooney Center, 2009
48. Future Implications Gaming casual gaming games are cheaper devices only do one thing camera : augmented reality Education child development educational standards Apple on-the-go potential
49.
50.
Editor's Notes
Play CUGE 1 video when done.
CUGE Tester 2 at 1:35
PBS tests! There isn’t much information out there, so we’re regularly working with our producers to find opportunities to go into the field.
PBS tests! There isn’t much information out there, so we’re regularly working with our producers to find opportunities to go into the field.
PBS tests! There isn’t much information out there, so we’re regularly working with our producers to find opportunities to go into the field.
26 Letter Days over 8 weeks - Literacy tips for parents from Sesame Street’s Maria - Sesame Street video clips for children hosted by Elmo “ Letter Library” archive available
There are no common networks or platforms for cell phone video delivery Carriers are interested in big, multi-program deals; small trials are difficult Monthly cell phone contracts are unlikely for low-income populations; they prefer pay-as-you-go plans
Martha is a big hit! all three games have very fun components. Martha Speaks is really satisfying the "older" kids. Up to 7 years the games are really fun and engaging. Even for kids this age, they are finding and learning new words and this is really exciting for them but there is a definite desire to have a more words in the games. They get the same words over again in the exact same context so there is no challenge to use the words in new ways or to learn new words. I do think we should see gains in vocabulary from the Martha games because the kids are learning them quickly, after 2-3 exposures. Mom's mentioned words like Dart, Halt, Mauve, Teal as new words for their kids and after using these words a few times in the games the kids are now kind of tired and would rather learn new words or use these existing words in new ways. The Martha Says game will probably be the most effective because the kids need to use the words in meaningful ways. They need to make the dogs act out the word in order to move on. The other games on that app don't work the same way, they're more passive and allow kids to use elimination too frequently. There also needs to be consistency in the help function. In pop quiz, Martha repeats the word when you touch her but not in other games. So in Martha Says, if the kid misses the word she says, and they can't read it, they either get "oops too late" or they leave the game, go back to the home screen, and then go back into the game and start over. I had a couple girls show me something new. They figured out that all the pictures they take in the dress up game get saved in the ipod under their pictures. So they would leave the game, click on the pictures icon and scroll through all the doggie pics they made. One girl had over 70 pics.
Martha is a big hit! all three games have very fun components. Martha Speaks is really satisfying the "older" kids. Up to 7 years the games are really fun and engaging. Even for kids this age, they are finding and learning new words and this is really exciting for them but there is a definite desire to have a more words in the games. They get the same words over again in the exact same context so there is no challenge to use the words in new ways or to learn new words. I do think we should see gains in vocabulary from the Martha games because the kids are learning them quickly, after 2-3 exposures. Mom's mentioned words like Dart, Halt, Mauve, Teal as new words for their kids and after using these words a few times in the games the kids are now kind of tired and would rather learn new words or use these existing words in new ways. The Martha Says game will probably be the most effective because the kids need to use the words in meaningful ways. They need to make the dogs act out the word in order to move on. The other games on that app don't work the same way, they're more passive and allow kids to use elimination too frequently. There also needs to be consistency in the help function. In pop quiz, Martha repeats the word when you touch her but not in other games. So in Martha Says, if the kid misses the word she says, and they can't read it, they either get "oops too late" or they leave the game, go back to the home screen, and then go back into the game and start over. I had a couple girls show me something new. They figured out that all the pictures they take in the dress up game get saved in the ipod under their pictures. So they would leave the game, click on the pictures icon and scroll through all the doggie pics they made. One girl had over 70 pics.